Angel-125

[1.7.x] Snacks! - Friendly, Simplified Life Support

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4 hours ago, Victorsaurus said:

Hey sorry if I missed this somewhere but does this work with Planetary Base Systems and Pathfinder?

KBPS yes, Pathfinder i dont know

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5 hours ago, Victorsaurus said:

Hey sorry if I missed this somewhere but does this work with Planetary Base Systems and Pathfinder?

1 hour ago, LatiMacciato said:

KBPS yes, Pathfinder i dont know

Seeing as @Angel-125 made both Snacks! and Pathfinder I'd assume they're compatible.

Also it says in the Pathfinder OP that there is Snacks! compatibility.

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6 hours ago, Victorsaurus said:

Hey sorry if I missed this somewhere but does this work with Planetary Base Systems and Pathfinder?

Yup! Sure does. :)

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Any part modules documentation for Pathfinder buffalo and Snacks! ?

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@Angel-125

Be aware that a bug was introduced in KSP 1.2.2, in that the percentage slider on the Settings screen is broken.

See the following links for details:

and here for a decent (not great) workaround:

I just fixed this in Kerbal Launch Failure, was driving me crazy until I found the thread posts about it

Edited by linuxgurugamer

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Hey @Angel-125. I've started developing a small part pack that adapts to life support mods. Maybe you already know it from my earlier screenshots. So guess what. :)

sTjJWnn.jpg

For Snacks! the functionalities of the parts are or will be as follows. I've only just made the textures and haven't started coding so suggestions are welcome, especially for what to do for the discrete processors.

  • Custom Cabin: Soil Recycler, only seats 2 and intended to have more room for luxury overall and utility modules so perhaps higher than average efficiency, or extra shelves for snacks themselves.
  • Greenhouse: Snack Producer.
  • Discrete Processor #1 (yellow): Undecided. If nothing else it will be an Ore-consuming fuel cell with battery.
  • Discrete Processor #2 (magenta): ISRU with stock options and efficiency buff.
  • Port tanks: Snacks + Ore + Soil.
  • Starboard tanks: Snacks, Soil (or Soil + Ore?), Snacks respectively.

 

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5 minutes ago, JadeOfMaar said:

Hey @Angel-125. I've started developing a small part pack that adapts to life support mods. Maybe you already know it from my earlier screenshots. So guess what. :)

sTjJWnn.jpg

For Snacks! the functionalities of the parts are or will be as follows. I've only just made the textures and haven't started coding so suggestions are welcome, especially for what to do for the discrete processors.

  • Custom Cabin: Soil Recycler, only seats 2 and intended to have more room for luxury overall and utility modules so perhaps higher than average efficiency, or extra shelves for snacks themselves.
  • Greenhouse: Snack Producer.
  • Discrete Processor #1 (yellow): Undecided. If nothing else it will be an Ore-consuming fuel cell with battery.
  • Discrete Processor #2 (magenta): ISRU with stock options and efficiency buff.
  • Port tanks: Snacks + Ore + Soil.
  • Starboard tanks: Snacks, Soil (or Soil + Ore?), Snacks respectively.

 

Nice! :) Here are a couple of config nodes that might help:

	//This is calibrated for 2 kerbals at 100% efficiency
	//when they consume 1 snack per meal and 3 meals per day. For your custom recycler,
	//Take into account the number of kerbals it should support along with the meals and snacks.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Recycler
		StartActionName = Start Recycler
		StopActionName = Stop Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 2
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 1
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 5
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.0002777778
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

 

Snack grinder

	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Processor
		StartActionName = Start Snack Processor
		StopActionName = Stop Snack Processor
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		 
		//Ore masses 0.01 metric tons per unit
		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 0.0002
			FlowMode = STAGE_PRIORITY_FLOW
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 30
		}

		//Snacks masses 0.001 metric tons per unit
		//1 Ore = 5 Snacks
		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.001
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
		}
	}

Snacks doesn't really have a greenhouse, but it has a snack grinder that produces Snacks from Carbon, Hydrogen, Oxygen, and Nitrogen (CHON). Mods like Pathfinder, MOLE, Heisenberg, and DSEV do have greenhouses, but they're based on code not found in Snacks. I've been considering a "SnacksPlus" addon that will give you a native greenhouse, but you'd need the SnacksPlus addon for that. I'm still trying to keep Snacks as simple as possible, but if you want a greenhouse of sorts that produces Snacks continually, you can do something like this:

Greenhouse

	MODULE
	{
		name = ModuleResourceConverter
		ConverterName = Greenhouse
		StartActionName = Start Grenhouse
		StopActionName = Stop Greenhouse
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1

		//Calibrated for 1 snack per meal, 3 meals per day
		//Supports 2 kerbals
		INPUT_RESOURCE
		{
			ResourceName = Water
			Ratio = 0.000218750
		}

		INPUT_RESOURCE
		{
			ResourceName = Fertilizer
			Ratio = 0.000072917
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.001388889
		}
	}

Composter:

	//This is calibrated for 2 kerbals at 100% efficiency
	//when they consume 1 snack per meal and 3 meal per day. For your custom recycler,
	//Take into account the number of kerbals it should support along with the meals and snacks.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 2
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 1
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 10
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Water
			Ratio = 0.000208333
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Fertilizer
			Ratio = 0.000069444
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

If you use values like that, your parts will be calibrated to work with other Snacks converters.

Thanks for making parts and configs for Snacks! :)

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@Angel-125 I'm glad you like and thanks for the codes and suggestions. :) 

The simplicity is a little surprising, yes. I was expecting to have to write some FS or IFS resource switching but I think I don't even need that unlike with the other LS mods. The tanks are all fine with just stock Resource nodes. I feel a little torn now over my greenhouse part and may have to replace the grassy window with hull panel. Actual greenhouse and composter seem interesting but I likely won't use them since they add resources and complexity. 

UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
UseSpecializationBonus = true
SpecialistEfficiencyFactor = 0.1

If I may pry, why does your code contain two of "SpecialistEfficiencyFactor"?

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20 hours ago, JadeOfMaar said:

@Angel-125 I'm glad you like and thanks for the codes and suggestions. :) 

The simplicity is a little surprising, yes. I was expecting to have to write some FS or IFS resource switching but I think I don't even need that unlike with the other LS mods. The tanks are all fine with just stock Resource nodes. I feel a little torn now over my greenhouse part and may have to replace the grassy window with hull panel. Actual greenhouse and composter seem interesting but I likely won't use them since they add resources and complexity. 


UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
UseSpecializationBonus = true
SpecialistEfficiencyFactor = 0.1

If I may pry, why does your code contain two of "SpecialistEfficiencyFactor"?

That's likely a typo.

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Pardon me if it may seem like advertising but I made a release for my Mk2 LS parts. If anyone here likes spaceplanes the gate is now wide open for feedback.

Main things that need input or close observation are the known issues:

  • The TAC Mode configs misbehave and activate along with Snacks and should be deleted afaik.
  • The Mk2 Convert-O-Tron is missing Core Heat functionality and is untested. It should work just fine without stock Core Heat but (unless @Angel-125 is fine with that or has better ideas) it's supposed to need radiators attached...maybe less than the default amount since the design has a somewhat vented look to it.

Featured in picture are the Mk2 Snack Grinder on starboard nacelle and Ore-consuming Mk2 Fuel Cell on port nacelle. 

flXxJYP.jpg

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@Angel-125 can you check if you get the following thing as me.

basically an unfocused vessel keeps loosing snacks and not regenerating them when in or out of time warp (it;s just that in high time warp i noticed it)

i have a station in orbit 3 kerbals i even edited the soil recycle to  to use 0.001 soil and generate 10 snacks same thing when unfocused. but when the vessel is focused (active) it works correctly as intended.

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On 4/1/2017 at 5:55 AM, dtoxic said:

@Angel-125 can you check if you get the following thing as me.

basically an unfocused vessel keeps loosing snacks and not regenerating them when in or out of time warp (it;s just that in high time warp i noticed it)

i have a station in orbit 3 kerbals i even edited the soil recycle to  to use 0.001 soil and generate 10 snacks same thing when unfocused. but when the vessel is focused (active) it works correctly as intended.

Hm, I'll have to look at that...

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Hey, @Angel-125, Thanks for picking up this mod, It's a good one!

Couple things (might have missed similar questions in the thread, my apologies):

1) What happens to excess soil?  Tossed overboard?

2) I'm getting some odd values for estimating the amount of snacks:

3qu9HQv.png

3) Are recyclers/greenhouses accounted for in the time estimate?  If not, could they be?

 

Thanks!

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4 minutes ago, gargamel said:

Hey, @Angel-125, Thanks for picking up this mod, It's a good one!

Couple things (might have missed similar questions in the thread, my apologies):

1) What happens to excess soil?  Tossed overboard?

2) I'm getting some odd values for estimating the amount of snacks:

3) Are recyclers/greenhouses accounted for in the time estimate?  If not, could they be?

 

Thanks!

Looks like some issues there with the estimates. I presume you don't have 114 crew spaces?

Excess Soil is tossed overboard.

Recyclers are accounted for in the time estimate, but greenhouses aren't. Snacks doesn't have a greenhouse, but it does have a processor that turns Ore into Snacks.

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4 minutes ago, Angel-125 said:

Looks like some issues there with the estimates. I presume you don't have 114 crew spaces?

Excess Soil is tossed overboard.

Recyclers are accounted for in the time estimate, but greenhouses aren't. Snacks doesn't have a greenhouse, but it does have a processor that turns Ore into Snacks.

No, it's around 114, maybe more now, but it'll only carry 6-12 actual crew.  It's an interstellar vessel, and I figured it needed a good LS mod.  I was referring more to the 64 months bit.  Some estimates throughout show normal values, but others (in flight too) show large numbers of months. 

Well, consider it a polite feature request then.  Other modders are adding greenhouse (and other style) snack generators, so some way of including those in the rough estimate numbers would be nice!  

Thanks!

Edited by gargamel

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2 hours ago, dtoxic said:

@Angel-125 Hi, wanted to ask, have you had a chance to look at the issue i described?

Not yet. I've been hip deep in Buffalo Wings, and am working on some bug fixes. I'll be able to address it when KSP 1.3 drops, if it comes out next week.

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8 hours ago, Angel-125 said:

if it comes out next week.

lol I don't hink we get it that soon...

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I noticed a minor bug I think. I set the snacks per meal to 5 and now the estimated duration for full crew doesn't sync to the new settings. Restart didn't help. You need a log? @Angel-125

GpAyaxb.png

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Just installed Snacks a short time ago and I've been enjoying the straightforwardness so far. Thanks for taking on the maintenance and improvement!

As this appears dead simple to support in other mods, I've been writing patches to extend compatibility. I presume that the compatibility patch for a particular part pack should be distributed with the pack, rather than submitted for inclusion with Snacks itself? Wanted to make sure before I start making any pull requests.

I've noticed some surprising behavior with the recyclers (that may or may not have been discussed above.) I was expecting the 40% efficiency rate to mean that Snack output would be reduced to 40% of Soil input, but it appears that both input and output are slashed to 40% of their cfg values. So when I launched a scientist in a hitchhiker and turned on the recycler, he was able to eat indefinitely as the recycler was still 100% efficient. I'm guessing this is not intended? If nothing else, it makes a lot of the estimates in the life support window inaccurate.

Also, I think I noticed some notifications that kerbals were starting to go hungry while awaiting rescue. The changelog mentions that kerbals marked "unowned" are skipped over when Snacks checks for starvation, but in my experience KSP is not very consistent in how it marks contract-rescue kerbals - I took a look in the sfs and some are marked "crew" instead of "unowned". I can provide a copy of the save if it helps; perhaps it would be better to skip over kerbals in unowned vessels as well?

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Just adding my vote for a Kerbal death option, even if it's just a MM config. I love the simple-yet-not-too-simple gameplay mechanics of this but it'd be nice to have some danger and real consequences.

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